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Project Raijin

Project Raijin was my first attempt at a fully 3D game.  A third-person shooter featuring the player and enemy mecha in an open field, the goal is to destroy as many enemies as possible within the time limit.  To help you get around faster, the player has boosters he can use for a quick burst of speed, as well as a hover mode he can use to float over the terrain.  The player can also convert energy from his weapon and booster energy pools in order to gain more energy or administer repairs.

Enemies have a basic situational AI, and will roam the field looking for the player, but will also become aware of the player if he comes within detection range or fires on them.

Download for Windows XP or higher.
Use OpenGL mode in DirectX 10+.


Game Designer

This was my first project to use Torque Game Engine, and the first to actually comprise 3D graphics and gameplay.  I wanted to do a third-person shooter for a few different reasons, but mostly because it was pretty basic, and I like the feel of being able to see your character, rather than just having a basic first-person perspective.  I designed everything for this game - the player and enemy character models, terrain, weapon models, sound effects, music, AI and gameplay.

I wanted this game to be pretty straight-forward:  You have two minutes to find and destroy as many enemies on the map as you can.  The map is an open-world in mountainous terrain, so it can be pretty tricky to try and find all of them in the time limit, but that's why I implemented the "Boost" feature - this allows you to quickly gain a burst of momentum in the direction you're facing.  It can be used to make long or high jumps, bring yourself to a stop, or drop altitude quickly.

There's also a "glide" mode, which plays with swapping between two movement types on the fly - the default, bipedal mode, as well as a hovering mode.  Though it is very subject to Torque Game Engine's physics engine, it can prove to be a good way to travel if you're careful with it.

The AI enemies have a pretty simple selection of things they'll do:  They'll start off just wanding around pretty aimlessly, but they'll acquire the player as a target either from proximity, or from being fired on - but they'll also lose their targets of the player runs far enough away.  They're pretty deadly, and can wipe out the player rather quickly if you fight too many at once or don't keep moving, so it's really advantageous to swoop in an ambush them.

Because they can be so difficult and deal a lot of damage to the player, I decided to implement one more system:  An energy-trading system that simply allows the player to convert their booster energy into weapon energy, and another that allows them to expend weapon energy to recover from damage.  Though the conversion process isn't very efficient, it allows players to recover a bit of their damage between battles, lowering the difficulty a bit by giving the players a choice for recovery.

My Games

Design Documents

Evil Virus Gravity Ball Project Raijin